// Copyright (c) 2011 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.

#include "gpu/tools/compositor_model_bench/forward_render_model.h"

#include <cstdlib>
#include <vector>

#include "gpu/tools/compositor_model_bench/render_model_utils.h"

using std::vector;

class ForwardRenderNodeVisitor : public RenderNodeVisitor {
public:
    ForwardRenderNodeVisitor() { }

    void BeginVisitRenderNode(RenderNode* v) override { NOTREACHED(); }

    void BeginVisitCCNode(CCNode* v) override
    {
        if (!v->drawsContent())
            return;
        ConfigAndActivateShaderForNode(v);
        DrawQuad(v->width(), v->height());
    }

    void BeginVisitContentLayerNode(ContentLayerNode* l) override
    {
        if (!l->drawsContent())
            return;
        ConfigAndActivateShaderForTiling(l);
        // Now that we capture root layer tiles, a layer without tiles
        // should not get drawn.
        for (size_t n = 0; n < l->num_tiles(); ++n) {
            const Tile* i = l->tile(n);
            DrawTileQuad(i->texID, i->x, i->y);
        }
    }
};

ForwardRenderSimulator::ForwardRenderSimulator(RenderNode* root,
    int window_width,
    int window_height)
    : RenderModelSimulator(root)
{
    textures_.reset(new TextureGenerator(root));
    visitor_.reset(new ForwardRenderNodeVisitor());
    glViewport(0, 0, window_width, window_height);
    glDisable(GL_DEPTH_TEST);
    glDisable(GL_CULL_FACE);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}

ForwardRenderSimulator::~ForwardRenderSimulator()
{
}

void ForwardRenderSimulator::Update()
{
    glClearColor(0, 0, 1, 1);
    glColorMask(true, true, true, true);
    glClear(GL_COLOR_BUFFER_BIT);
    glColorMask(true, true, true, false);
    BeginFrame();
    root_->Accept(visitor_.get());
}

void ForwardRenderSimulator::Resize(int width, int height)
{
    glViewport(0, 0, width, height);
}
